Version control

Version control for game projects

Commit, branch and lock large files from one panel. No command line, nothing to set up.

What you get

Large files just work

Meshes, textures, audio and scenes are versioned like any other file. No Git LFS and no tracking rules to set up first.

Locks for files that cannot merge

Check out a .blend or a .uasset and the file tree shows everyone that you hold it, so two people do not edit the same binary.

Real diffs for text

Scenes, scripts, materials and project files get a unified diff. Binaries show their size and their lock instead of a garbled patch.

Commit now, push when ready

A commit is saved on your machine. Push sends it to the team, so it is the one step that needs the network.

Branches without a terminal

Create, switch and merge by clicking. A merge that conflicts lists the files to settle by name.

Who changed what

Every commit records who made it, and that travels with the commit to everyone else's copy.

The details

Storage
Hosted by us. 10 GB of history on Solo, 500 GB on Studio, from 5 TB on Enterprise.
Locks
Advisory: they show the team who is working on a file, and do not block a push. They never expire on a timer, and an owner can override one that was left behind. Cloud projects only.
Partial checkout
Choose which parts of the project to download with a view file when you clone.
Engines
Any. Godot, Unity and Unreal projects all work the same way.
Deleting a branch
Archives it. Nothing in the app removes history.
Built on
Lore, the open-source version control from Epic Games. How Lore works

Bring an existing project

Your files come across as they are today.

  • From a git URL, public or private. Needs git installed.
  • From a synced Perforce workspace.
  • From a folder or a zip.
  • Git LFS pointer files are caught and refused. A file starting version https://git-lfs.github.com/spec/v1 is a stub, not your texture.

History does not come across. The import is one commit, and recent commit or changelist messages from the old system are saved on it.

What it does not do

  • No git interop. You cannot push to GitHub from it.
  • No pull requests or code review.
  • No blame or line-by-line history yet. History is per commit and per file.
  • No hooks on push. Builds start from the app, not from a commit.
  • No submodules. One project is one repository.
  • The desktop app is Windows only.

The rest of the app

Stop maintaining pipelines, start shipping games

Version control, assets, issues, builds and analytics in one desktop app. Install it and open a project in about five minutes.